/*
 * Copyright (c) 2011 Centre Tecnologic de Telecomunicacions de Catalunya (CTTC)
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License version 2 as
 * published by the Free Software Foundation;
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 * Author: Marco Miozzo  <marco.miozzo@cttc.es>
 *
 */
#ifndef BUILDING_H
#define BUILDING_H

#include <ns3/attribute-helper.h>
#include <ns3/attribute.h>
#include <ns3/box.h>
#include <ns3/object.h>
#include <ns3/simple-ref-count.h>
#include <ns3/vector.h>

namespace ns3
{

/**
 * \ingroup mobility
 * \brief a 3d building block
 */
class Building : public Object
{
  public:
    /**
     * \brief Get the type ID.
     * \return The object TypeId.
     */
    static TypeId GetTypeId();
    void DoDispose() override;

    /**
     * Building type enum
     */
    enum BuildingType_t
    {
        Residential,
        Office,
        Commercial
    };

    /**
     * External building wall type enum
     */
    enum ExtWallsType_t
    {
        Wood,
        ConcreteWithWindows,
        ConcreteWithoutWindows,
        StoneBlocks
    };

    /**
     * Construct a simple building with 1 room and 1 floor
     *
     * \param xMin x coordinates of left boundary.
     * \param xMax x coordinates of right boundary.
     * \param yMin y coordinates of bottom boundary.
     * \param yMax y coordinates of top boundary.
     * \param zMin z coordinates of down boundary.
     * \param zMax z coordinates of up boundary.
     *
     */
    Building(double xMin, double xMax, double yMin, double yMax, double zMin, double zMax);

    /**
     * Create a zero-sized building located at coordinates (0.0,0.0,0.0)
     * and with 1 floors and 1 room.
     */
    Building();

    /**
     * Destructor
     *
     */
    ~Building() override;

    /**
     * \return the unique id of this Building. This unique id happens to
     * be also the index of the Building into the BuildingList.
     */
    uint32_t GetId() const;

    /**
     * Set the boundaries of the building
     *
     * \param box the Box defining the boundaries of the building
     */
    void SetBoundaries(Box box);

    /**
     * \param t the type of building (i.e., Residential, Office, Commercial)
     *
     * This method allows to set building type (default is Residential)
     */
    void SetBuildingType(Building::BuildingType_t t);

    /**
     * \param t the type of external walls (i.e., Wood, ConcreteWithWindows,
     * ConcreteWithoutWindows and StoneBlocks), used for evaluating the loss
     * due to the penetration of external walls in outdoor <-> indoor comm.
     *
     * This method allows to set external walls type (default is Residential)
     */
    void SetExtWallsType(Building::ExtWallsType_t t);

    /**
     * \param nfloors the number of floors in the building
     *
     * This method allows to set the number of floors in the building
     * (default is 1)
     */
    void SetNFloors(uint16_t nfloors);

    /**
     * \param nroomx the number of rooms along the x axis
     *
     * This method allows to set the number of rooms along the x-axis
     */
    void SetNRoomsX(uint16_t nroomx);

    /**
     * \param nroomy the number of floors in the building
     *
     * This method allows to set the number of rooms along the y-axis
     */
    void SetNRoomsY(uint16_t nroomy);

    /**
     *
     * \return the boundaries of the building
     */
    Box GetBoundaries() const;

    /**
     * \return the type of building
     */
    BuildingType_t GetBuildingType() const;

    /**
     * \return the type of external walls of the building
     */
    ExtWallsType_t GetExtWallsType() const;

    /**
     * \return the number of floors of the building
     */
    uint16_t GetNFloors() const;

    /**
     * \return the number of rooms along the x-axis of the building
     */
    uint16_t GetNRoomsX() const;

    /**
     * \return the number of rooms along the y-axis
     */
    uint16_t GetNRoomsY() const;

    /**
     *
     *
     * \param position some position
     *
     * \return true if the position fall inside the building, false otherwise
     */
    bool IsInside(Vector position) const;

    /**
     *
     *
     * \param position a position inside the building
     *
     * \return the number of the room along the X axis where the
     * position falls
     */
    uint16_t GetRoomX(Vector position) const;

    /**
     *
     *
     * \param position a position inside the building
     *
     * \return  the number of the room along the Y axis where the
     * position falls
     */
    uint16_t GetRoomY(Vector position) const;

    /**
     *
     * \param position a position inside the building
     *
     * \return  the floor where the position falls
     */
    uint16_t GetFloor(Vector position) const;
    /**
     * \brief Checks if a line-segment between position l1 and position l2
     *        intersects a building.
     *
     * \param l1 position
     * \param l2 position
     * \return true if there is a intersection, false otherwise
     */
    bool IsIntersect(const Vector& l1, const Vector& l2) const;

  private:
    Box m_buildingBounds; //!< Building boundaries

    /**
     * number of floors, must be greater than 0, and 1 means only one floor
     * (i.e., groundfloor)
     */
    uint16_t m_floors;
    uint16_t m_roomsX; //!< X Room coordinate
    uint16_t m_roomsY; //!< Y Room coordinate

    uint32_t m_buildingId;          //!< Building ID number
    BuildingType_t m_buildingType;  //!< Building type
    ExtWallsType_t m_externalWalls; //!< External building wall type
};

} // namespace ns3

#endif /* BUILDING_H */
